Digital Game-Based Learning
A quasi-experimental study of three online learning courses in computing
Computers & Education
From e-learning to games-based e-learning: using interactive technologies in teaching an IS course
International Journal of Information Technology and Management
International Journal of Information Management: The Journal for Information Professionals
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Despite the significant investment and growth both in Europe and globally in the development of virtual universities and virtual campuses over the last decade, there have been a number of high-profile projects and initiatives that failed to achieve their intended goals. If such failures are to be avoided in the future, then it is vital that a better understanding of best practice within virtual universities and virtual campuses is achieved. This paper reports on the work of a European Commission Education Audiovisual & Culture Executive Agency (EACEA) co-financed project 'Promoting Best Practice in Virtual Campuses' (PBP-VC), which is aimed at providing a deeper understanding of the key issues and success factors underlying the implementation of virtual campuses. The paper will outline a tentative model of the issues underpinning best practice in virtual campuses which covers areas that include organisational, pedagogical, technological, student/user, financial and consolidation issues derived from an investigation into virtual campus projects and initiatives within Europe. The project is working towards developing a practical framework to help guide the process of creating best practice in virtual campuses, as well as raising awareness of issues and approaches to creating sustainable virtual campuses.